wined3d: Initialize some ARB shader output parameters.
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@ -1987,12 +1987,27 @@ static void shader_arb_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUFF
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/* We need a constant to fixup the final position */
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shader_addline(buffer, "PARAM posFixup = program.env[%d];\n", ARB_SHADER_PRIVCONST_POS);
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if((GLINFO_LOCATION).set_texcoord_w) {
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int i;
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for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
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if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
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This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
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shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
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/* Initialize output parameters. GL_ARB_vertex_program does not require special initialization values
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* for output parameters. D3D in theory does not do that either, but some applications depend on a
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* proper initialization of the secondary color, and programs using the fixed function pipeline without
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* a replacement shader depend on the texcoord.w beeing set properly.
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*
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* GL_NV_vertex_program defines that all output values are initialized to {0.0, 0.0, 0.0, 1.0}. This
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* assetion is in effect even when using GL_ARB_vertex_program without any NV specific additions. So
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* skip this if NV_vertex_program is supported. Otherwise, initialize the secondary color. For the tex-
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* coords, we have a flag in the opengl caps. Many cards do not require the texcoord beeing set, and
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* this can eat a number of instructions, so skip it unless this cap is set as well
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*/
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if(!GL_SUPPORT(NV_VERTEX_PROGRAM)) {
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shader_addline(buffer, "MOV result.color.secondary, -helper_const.wwwy;\n");
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if((GLINFO_LOCATION).set_texcoord_w) {
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int i;
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for(i = 0; i < min(8, MAX_REG_TEXCRD); i++) {
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if(This->baseShader.reg_maps.texcoord_mask[i] != 0 &&
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This->baseShader.reg_maps.texcoord_mask[i] != WINED3DSP_WRITEMASK_ALL) {
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shader_addline(buffer, "MOV result.texcoord[%u].w, -helper_const.y;\n", i);
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}
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}
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}
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}
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